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Another set of animated placeables


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#1
4760

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Well, there are now two more in addition to the buttons, levers and trapdoors:

- a dome placeable (to use as a workaround for the drow domed door, typically in the Underfell metatile),

901-1-1402662210.jpgImagine the dome fully black, with the character under it, once the "door" is open!

 

901-3-1402662211.jpg

With the correct combination of lock/key, or using a button/lever, the placeable can reveal the treasure it hides!

 

The second one is for Lance:

901-2-1404141206.jpg 901-1-1404141206.jpg

 

901-3-1404141206.jpg

The practice dummy now shudders when hit (and in the frames above, when it dies it breaks!) Using the same script as in the animated statues, you could even pick up the helm, shield and sword  ;)

 


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#2
rjshae

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Very nice work, 4760. The one issue I see is that the ends of the collapsed practice dummy are not capped, allowing the grass to show through.



#3
4760

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Yes, and another issue (but it's not visible here) is that PlayCustomAnimation only works for creatures, so I'll have to select one and use only IDLE (initial status), TURNON (dummy hit) and OPENIDLE (dummy destroyed). 

 

Edit:

Found a workaround: use several placeables!  ;)

For the practice dummy, I made PLC_MR_PDUMMY02 (number 01 being the static stock version), its animation being run each time it's damaged (or used, because for some reason you decide to use it  :lol: ).

I also made PLC_MR_PDUMMY03, whose animation will reflect the destruction of the practice dummy: the OnDeath script of PLC_MR_PDUMMY02 will create PLC_MR_PDUMMY03 and run the animation (with a wood explosion effect of course!).

 

If you want to test it, put this in your override and paste the two lines below in your placeables.2da:

12948 AnimatedPracticeDummy **** 2 0 PLC_MR_PDUMMY02 **** 0 PLC_MR_PDUMMY02 PLC_MR_PDUMMY02_?? **** **** 0 RESERVED **** **** **** **** **** **** **** **** **** **** 0 ****
12949 AnimatedPracticeDummy(destroyed) **** 2 0 PLC_MR_PDUMMY03 **** 0 PLC_MR_PDUMMY03 PLC_MR_PDUMMY03_?? **** **** 0 RESERVED **** **** **** **** **** **** **** **** **** **** 0 ****

If you don't feel like adding 12,000 or so lines, just put them at the end of your placeables.2da and reset the appearance of the blueprints as follows:

PLC_MR_PDUMMY02 --> AnimatedPracticeDummy

PLC_MR_PDUMMY03 --> AnimatedPracticeDummy(destroyed)

 

Both will look exactly alike, it's only their animations that differ (and the fact that the breaking animation runs only once).


Modifié par 4760, 01 juillet 2014 - 04:12 .


#4
Lance Botelle

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Hi Thierry,

Great additions to an already great pack!

Many thanks for this!

Lance.

EDIT: Do you have the placeable.2da line for the DOME? Thanks in advance!

#5
4760

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Sure! Here it is:

12944	Treasure_dome	****	2	0	PLC_DOME	****	0	PLC_DOME	PLC_DOME_??	****	****	0	RESERVED	11	****	****	****	****	****	****	****	****	****	0	****



#6
Lance Botelle

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Sure! Here it is:


12944	Treasure_dome	****	2	0	PLC_DOME	****	0	PLC_DOME	PLC_DOME_??	****	****	0	RESERVED	11	****	****	****	****	****	****	****	****	****	0	****


Hi Thierry,

Many thanks for that ... :)

One question ... My dome opens all the way up, whereas your dome appears to open only half way. Do you know what is making the difference?

Cheers,
Lance.

#7
4760

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It's because the screenshot was at the middle of the animation, but the dome fully opens.



#8
Lance Botelle

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It's because the screenshot was at the middle of the animation, but the dome fully opens.


Ah! I did not think it could have been possible to move the PC into the dome that quickly before the dome had finished opening! Must be eager for the treasure! ;)

Thanks for the explanation,
Lance.

EDIT: By the way ... Your buttons in use ... This was difficult to stage.

Difficult.jpg
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#9
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Two new levers to play with:

 

901-1-1404396435.jpg  901-2-1404396435.jpg

 

I also added a tintable dragon hide (if we can call it that way!) and some planks I found in NWN1 models (but these are not animated).


  • Tchos, rjshae et kamal_ aiment ceci

#10
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Adventurers should camp from time to time, and eat, so here's a nice firecamp for them (rotating by default, but you can stop it using it - works as usual, except it's activated by default):

901-1-1404407734.jpg  901-2-1404407734.jpg

 

 

I don't suppose there's an animation for NPC (or PC) cooking?


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#11
Tchos

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Always nice to have more lever options.  :)

 

There are two "cooking" animations (cooking01 and cooking02).  One of them has the character stirring a pot with a spoon and tasting it.  I don't recall what the other one looks like.



#12
rjshae

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If you're game for some more animated placeables, it would be very nice to have the NWN mill stones, waterwheel and sluice gate ported to NWN2 and animated. :) I'm not sure if any of those have been ported already, but I couldn't find them.



#13
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OK, I'll see what I can do!  ;)

 

In the meantime, another placeable I found from NWN that could be used in NWN2. At the moment, the animation only rotates the pulleys (and moves the rope), maybe I'll add some basket or bucket to have a manuel elevator to go down a shaft or get water.

901-1-1404415017.jpg  901-2-1404415018.jpg


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#14
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If you're game for some more animated placeables, it would be very nice to have the NWN mill stones, waterwheel and sluice gate ported to NWN2 and animated. :) I'm not sure if any of those have been ported already, but I couldn't find them.

Got them and started the conversion, but I can't read the dds files (again... NWN format)

1) does the GIMP read the NWN dds files (which do not follow the dds standard as far as I know)?

2) if yes, does it allow mipmap creation?



#15
Lance Botelle

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Got them and started the conversion, but I can't read the dds files (again... NWN format)
1) does the GIMP read the NWN dds files (which do not follow the dds standard as far as I know)?
2) if yes, does it allow mipmap creation?


Hi Thierry,

I tried opening these as well, just to test for you, but I could not open the DDS files either. :(

Cheers,
Lance.

#16
4760

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Thanks for trying. My workaround is to use NWNExplorer, open the dds I need, and make a copy of the screen (or the part I'm interested in). That way I could retrieve the pictures for the mills.

 

901-1-1404482880.jpg

 

901-2-1404482881.jpg


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#17
rjshae

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I do the same thing, except I export to TGA. Not sure if there is a quality difference in the two approaches.

 

Those models look nice. It'll be a good addition if somebody wants to build a village millery.



#18
kamal_

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Unless there is some plugin, GIMP doesn't do dds. Paint.net can do it though.



#19
Tchos

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I believe GIMP can use Photoshop plugins, and there is at least one DDS plugin for Photoshop (I use the nVidia one).



#20
rjshae

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Unless there is some plugin, GIMP doesn't do dds. Paint.net can do it though.

 

I'm using the gimp-dds plugin right now.



#21
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If you're game for some more animated placeables, it would be very nice to have the NWN mill stones, waterwheel and sluice gate ported to NWN2 and animated. :) I'm not sure if any of those have been ported already, but I couldn't find them.

 

And here they are!

 

901-1-1404560582.jpg

 

901-2-1404560582.jpg

 

901-3-1404560583.jpg


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#22
Tchos

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Would you consider animating this waterwheel in the same way?  It's from the Witcher placeable pack.



#23
rjshae

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Splendid work! Thank you! :)



#24
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Would you consider animating this waterwheel in the same way?  It's from the Witcher placeable pack.

 

Sure!

 

901-1-1404571560.jpg

 

It's rescaled at 50% of the original size in the above picture, is it twice as huge normally?



#25
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Splendid work! Thank you! :)

 

You're welcome. Let me now clean the stuff a little, and I'll upload the mills.